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BsPrefab.cpp 2.4 KB

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  1. #include "BsPrefab.h"
  2. #include "BsPrefabRTTI.h"
  3. #include "BsResources.h"
  4. #include "BsSceneObject.h"
  5. #include "BsPrefabUtility.h"
  6. namespace BansheeEngine
  7. {
  8. Prefab::Prefab()
  9. :Resource(false), mHash(0)
  10. {
  11. }
  12. HPrefab Prefab::create(const HSceneObject& sceneObject)
  13. {
  14. assert(sceneObject->mPrefabLinkUUID.empty());
  15. PrefabPtr newPrefab = createEmpty();
  16. newPrefab->initialize(sceneObject);
  17. HPrefab handle = static_resource_cast<Prefab>(gResources()._createResourceHandle(newPrefab));
  18. sceneObject->mPrefabLinkUUID = handle.getUUID();
  19. return handle;
  20. }
  21. PrefabPtr Prefab::createEmpty()
  22. {
  23. PrefabPtr newPrefab = bs_core_ptr<Prefab, PoolAlloc>(new (bs_alloc<Prefab, PoolAlloc>()) Prefab());
  24. newPrefab->_setThisPtr(newPrefab);
  25. return newPrefab;
  26. }
  27. void Prefab::initialize(const HSceneObject& sceneObject)
  28. {
  29. sceneObject->breakPrefabLink();
  30. PrefabUtility::generatePrefabIds(sceneObject);
  31. sceneObject->setFlags(SOF_DontInstantiate);
  32. mRoot = sceneObject->clone();
  33. sceneObject->unsetFlags(SOF_DontInstantiate);
  34. // Remove objects with "dont save" flag
  35. Stack<HSceneObject> todo;
  36. todo.push(mRoot);
  37. while (!todo.empty())
  38. {
  39. HSceneObject current = todo.top();
  40. todo.pop();
  41. if (current->hasFlag(SOF_DontSave))
  42. current->destroy();
  43. else
  44. {
  45. UINT32 numChildren = current->getNumChildren();
  46. for (UINT32 i = 0; i < numChildren; i++)
  47. todo.push(current->getChild(i));
  48. }
  49. }
  50. }
  51. void Prefab::update(const HSceneObject& sceneObject)
  52. {
  53. initialize(sceneObject);
  54. mHash++;
  55. }
  56. HSceneObject Prefab::instantiate()
  57. {
  58. if (mRoot == nullptr)
  59. return HSceneObject();
  60. HSceneObject clone = mRoot->clone();
  61. clone->instantiate();
  62. clone->mPrefabHash = mHash;
  63. #if BS_EDITOR_BUILD
  64. // Update any child prefab instances in case their prefabs changed
  65. Stack<HSceneObject> todo;
  66. todo.push(clone);
  67. Vector<HSceneObject> prefabInstanceRoots;
  68. while (!todo.empty())
  69. {
  70. HSceneObject current = todo.top();
  71. todo.pop();
  72. UINT32 childCount = current->getNumChildren();
  73. for (UINT32 i = 0; i < childCount; i++)
  74. {
  75. HSceneObject child = current->getChild(i);
  76. String prefabLinkUUID = child->getPrefabLink();
  77. if (!prefabLinkUUID.empty())
  78. PrefabUtility::updateFromPrefab(child);
  79. else
  80. todo.push(child);
  81. }
  82. }
  83. #endif
  84. return clone;
  85. }
  86. RTTITypeBase* Prefab::getRTTIStatic()
  87. {
  88. return PrefabRTTI::instance();
  89. }
  90. RTTITypeBase* Prefab::getRTTI() const
  91. {
  92. return Prefab::getRTTIStatic();
  93. }
  94. }